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Okay so I have a Block/Dodge beastman who's now levelled up again. What should I choose on a normal roll?

I was thinking Strip Ball, as he's quite useful in a pinch to dodge away and blitz. However Sure Hands or Fend would make him a more solid runner and more difficult to deal with. Or there is Two Heads, of course...

Elsewhere on my team I already have one Block/Sure Hands ball carrier, and a decent amount of Tackle and Guard besides.

On the Nurgle side I was levelling for the Open I had a 'gor with +MA, block, dodge and extra arms - one of the best carriers I've had on any side yet (until PWeasel randomly killed him), so I'd go for Extra Arms (which I prefer to Sure Hands due to the +1 on hand-offs, let's you move the ball further than people expect a bashy side to with relative safety). Two Heads would've been his fifth skill.

I miss him every time I play that team, but on the plus side he was horribly over-skilled compared to everyone else so his untimely death has allowed everyone else to get two or three skills under their belt. Like claws. Can't wait to meat your Chaos Dorfs.

I'd second SF (hehe), since it allows you to lock down your wings and turns the player into an even better marker. I didn't really count the amount of Guard you had during our match, but I guess that depending on the amount of Guard you have right now, that could be a 4th skill (or vice versa with SF).

Okay so I have a Block/Dodge beastman who's now levelled up again. What should I choose on a normal roll?

I was thinking Strip Ball, as he's quite useful in a pinch to dodge away and blitz. However Sure Hands or Fend would make him a more solid runner and more difficult to deal with. Or there is Two Heads, of course...

Elsewhere on my team I already have one Block/Sure Hands ball carrier, and a decent amount of Tackle and Guard besides.

Recommendations welcome.

(Also match report to follow.)

I would go back in time and give him diving tackle instead of dodge on a double.

Since you can't do that I'd give him extra arms to be a 2nd ball carrying threat.

If you want to make him threatening either give him MB (to hit things) or guard (to help others hit things).

You didn't take wrestle, so keep strip ball for when you give wrestle and strip ball to another player to be your specialist safety.

You've already got a block/sure hands ball carrier, but giving your dodge one extra arms makes him a good handoff threat. (Also only having one player who is good at picking the ball up is an obvious tactical weak point).

However, do not underestimate the sheer irritation power of having blodge and stand firm on the same man. Block/dodge/guard for the next skill, and stand firm for the one after that. Snoozer's blodgefirm guard dwarf drove me crazy in my last match, shrugging off hit after hit until I got a lucky pow that sent him to the injury box.

Lastly, unless you are attempting to be morally pure, there's always mighty blow and then either claw or tackle depending on whether there are more dwarfs or amazons/skinks/gutter runners in your future.

A sprinkling of MB/claw is a very useful thing to have on a chaos team.

Hadn't considered? I left you with my two top options, Extra Arms and Stand Firm. I feel unloved :(

Oops, I only remembered our chatter about Extra Arms... I was a bit tired at the time, sorry!

---

Quick report(s):

Sinister Sixteen (Cha, me) vs Rot or Not (Nur, 20phoenix) - TAKE 1

A horrible game for me, 20phoenix received first and his solid dice eliminated 3 of my players in the first turn and then I couldn't do much to stop 20phoenix's guys from stalling out the first half, eliminating more of my guys (many felled by his terrifying MB/Claw warrior alone) and going 1-0 up.

I had a lucky break at the start of the second half, when 20phoenix over-committed on my right flank I was able to swing the ball round and charge downfield with a mini-cage on the left. He caught up with me, blitzing in with one of his nasty pestigor and causing a death (apocked to -AV) to a caging warrior and then following up... and failing a GFI, killing himself (regen failed). (*evil giggle*)

So I equalised but as we set up for the deciding drive, my outlook was very bleak - I was heavily outmanned, outskilled and outdiced. But then, 20phoenix's internet broke! He couldn't reconnect to the game so we had to abandon it.

After that mauling I would have been quite happy to forfeit as it looked like we didn't have time for a rematch, but then the deadline was extended...

Sinister Sixteen (Cha, me) vs Rot or Not (Nur, 20phoenix) - TAKE 2

Terrified and not optimistic about my chances, I entered this match determined to be more proactive and pushback on my opponent's meanest threats. Receiving first, used my advantage to knock that MB/Claw warrior off his feet - something I continued to do at every opportunity. :)

I caged on the left and was swamped by 20phoenix's players. My team managed to hold their own for a couple of turns - he has more MB and Claw but I have more Guard and Grab, and with a bit of manoeuvring I was able to get some good knockdowns in.

The Beast of Nurgle went down and failed its Really Stupid roll for a couple of turns, creating a block advantage which became a space on the wall, My nimbler, faster players shot through it and were suddenly well out of reach - even most of 20phoenix's team weren't tied up in tackle zones. I went 1-0 up in Turn 5 and had to defend until the half to maintain the lead.

It wasn't easy - I'd squashed 20phoenix's cage against the sidelines but on Turn 7 he was able to pull his carrier back, hand off and set up a loose cage on the other flank - almost the same trick I pulled before and now I fell for it! :/ I blitzed through a part of the cage and marked up the pestigor carrier with tackle zones, hoping it was enough.

With a TRR in hand, the pesti would have to make a dodge and 2 GFIs to score. He failed the first GFI, saved himself on the reroll and then failed the second. My lead was safe, barely!

Second half, and I had to defend again. This turned out very similar to the previous drive, as 20phoenix was able to skirted around my line and I couldn't mark up his carrier enough. Still, he chose not to delay and equalised, with plenty of time for one of us to score a winning TD.

The final drive was a scrappy one, the ball changed hands a few times but never out of reach of the opposition. A final push by 20phoenix's warrior moved the ball within scoring distance, but he was unsupported and grounded with a lucky 1D blitz.

With only one turn left on the clock, the score looked final. I had to pick up the ball, hand it off (in a DP aura), move it upfield for a pass (in a DP aura) and a catch (in a DP aura) followed by a GFI, all without rerolls, to break the tie. I only made it about halfway.

Final Score: 1 - 1

What a difference a few days can make! It felt like a much better result, for me at least.

Injuries-wise, my rookie beastmen got stomped something proper (one died, two MNGed), I didn't lose a warrior and I inflicted a BH and a death on my opponent's rotters in return.

Thanks for the game(s), 20phoenix! I'm looking forward to some non-bashy opposition next week :)

All of it. It's not a particularly stringent guideline, to be honest.
It's cheating to hit 1750 by having players MNG when you join, but it's not cheating to have vast cash reserves.

Come to think of it, that's a bit of an oddity. Some teams really profit from having lots of cash in the bank. But then again, we do not check for numbers of games played and there are no restrictions to the total amount of double-skills or stat-ups you can have on your team.